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Sorry.
There has been major modifications in the runtime for the last version. We will publish the new SDK on git as a open directory.
Do you know any Javascript?
The HTML5 SDK is not really different (only simpler) than Flash or XNA SDK.
Please stay posted for more info on the SDK.

François, I've dropped to you some pm about that. I'm not sure you see exactly who am I.
I already developped about 10 plugins for Construct2, so I obviously know javascript.

My question was about the 'mfx object' side of the development process.
I won't talk too much about C2 here, but their SDK is based on javascript for the edittime file awa for the runtime side.
It seems the clickteam's HTML5 SDK needs to develop a C++ edittime object, and then link it to the javascript runtime *.js file.

I've never developed on any SDK for MMF awa I never developed C++, so I don't know the process.
Could someone take time to show me how to do this mfx object, add ACE to it, and then show me how to link ACE from mfx file to the javascript functions.

Sorry for not answering earlier.
I wonder how construct does to have the edittime in Javascript with a C++ editor. Dont tell me that Construct2 is in Javascript?
Well, you first have to install Visual Studio Express (free) and the SDK
Just open one of the example project. The C++ SDK was the first SDK released. You will find the same functions (DisplayRunObject, HandleRunObject etc)
Creating the list of actions and condition is defining the strings to use in the resource file, and entering the identifiers in an array at the start of the source code.
I think everything is fairly well explained in the doc of the SDK.

Construct 2 uses a mix of JavaScript and xml for extensions and effects. Extensions are exported using the JavaScript api, so no C++ is required. This probably means they have embedded V8 (or some other JavaScript engine) into their application and have created JavaScript interfaces to their C++ api, so you can write extensions for Construct 2 without writing any C++, and it would be rather annoying if you had to write C++ for a JavaScript-only environment.

In MMF2 we have the option of providing a JSON file for describing the extensions actions/conditions/expression, which means you can write extensions without having to write any C++ at all. It helps if you write your extensions for as many runtimes as you can, but you can write Javascript-only extensions:

- Download the Flash dummy (it works as a dummy for any of the non-default runtimes) http://www.aquadasoft.com/FlashDummy.mfx
- Rename the flash dummy to whatever you are calling your extension, let's use MyExtension.mfx for example
- Place a copy of MyExtensions.mfx in the Extensions and Data/Runtime directories
- Create a JSON file describing the actions/conditions/expressions for your extension (see https://github.com/clickteam-sdk/win...plate/Ext.json for an example of the syntax)
- Place this JSON file in the Data/Runtime
- Create an icon (png) for your extension and place it alonside the JSON
- Write a HTML5 runtime extension conforming to your JSON, and place this at Data/Runtime/HTML5/MyExtension.js
- Follow the instructions in the documentation for developing HTML5 extensions

If you would like to see an example of this being done, take a look at http://www.mattesch.info/click/DateTime.zip - Here I have an object that works in Flash, Android and HTML5 only. The DateTime.mfx file is equivalent to the flash dummy, except I built the default EDIF project and embedded my own icon into it. I only wrote ActionScript for Flash, Java for Android and JavaScript for HTML5. No C++ was required at any stage. Hope this helps.

I just finished to develop a Dropbox plugin in javascript but for another program (I won't speak about this software here, Francois
I didn't take the time to see how the MMF2 HTML5 Sdk works but it seems really complicated for me (specially for setting all ACE in runtime)

I would like to know if I can count on you Francois, if I need some answer to some "newbies" questions about this SDK.
If I succeed to figure out this SDK, then I will port all the extensions I already done for the other software.

MattEsch, is your method still valid ?
Because I started to work with it, and easily understand its working way.
But I tried with a simple alert("") action and can't succeed to make it working at runtime. (I added CrunMyNameExtension to the extension.js, modified the runtimedev.js and change CrunMyNameExtension correctly into the MyExtension.js)
Here is a little bit of my simple code in MyExtension.js:

Also, is it possible to change the plugin properties (I'm affraid that I need to code in C++, which I just know anything of it, because for my plugins, it will be just so important.)

Francois, it would be interesting to make sth like Construct 2' SDK for edittime in MMF3 - Because a lot of people (like me) knows only one or two language(s), and it's just "stupid" to not be able to code a plugin because you can't manage the edittime part....

The action routine is simple enough, it should work.
The only problem I see is how you defined your constants ACT_CREATE_FILE / ACT_CREATE_FOLDER
Did you do as I do in the example JS files with :
CRunMyExtension.ACT_CREATE_FILE=0 etc?
If yes, the switch statement should be:
case CRunMyExtension.ACT_CREATE_FILE:
case CRunMyExtension.ACT_CREATE_FOLDER:
Also make sure that the id number of the actions is the same in the C code and in the JS code.

as I told you in my PM, it sounds like you're speaking about the official SDK when I speak about the EDIF example that MattEsch showed me earlier.
Also, what is your feeling about the way to make something for the edittime part in the future ?